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    <title>glGetShaderiv - OpenGL ES 3 Reference Pages</title>
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    <div class="refentry" id="glGetShaderiv">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glGetShaderiv — Returns a parameter from a shader object</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glGetShaderiv</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">shader</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint *<var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>shader</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the shader object to be
                    queried.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>pname</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the object parameter. Accepted
                    symbolic names are
                    <code class="constant">GL_SHADER_TYPE</code>,
                    <code class="constant">GL_DELETE_STATUS</code>,
                    <code class="constant">GL_COMPILE_STATUS</code>,
                    <code class="constant">GL_INFO_LOG_LENGTH</code>,
                    <code class="constant">GL_SHADER_SOURCE_LENGTH</code>.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>params</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Returns the requested object parameter.</p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p><code class="function">glGetShaderiv</code>
        returns in <em class="parameter"><code>params</code></em>
        the value of a parameter for a specific shader object. The
        following parameters are defined:</p>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <code class="constant">GL_SHADER_TYPE</code>
              </span>
            </dt>
            <dd>
              <p> <em class="parameter"><code>params</code></em> returns
                    <code class="constant">GL_VERTEX_SHADER</code> if
                    <em class="parameter"><code>shader</code></em> is a vertex shader
                    object, and <code class="constant">GL_FRAGMENT_SHADER</code>
                    if <em class="parameter"><code>shader</code></em> is a fragment
                    shader object.</p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_DELETE_STATUS</code>
              </span>
            </dt>
            <dd>
              <p> <em class="parameter"><code>params</code></em> returns
                    <code class="constant">GL_TRUE</code> if
                    <em class="parameter"><code>shader</code></em> is currently flagged
                    for deletion, and <code class="constant">GL_FALSE</code>
                    otherwise.</p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_COMPILE_STATUS</code>
              </span>
            </dt>
            <dd>
              <p> <em class="parameter"><code>params</code></em> returns
                    <code class="constant">GL_TRUE</code> if the last compile
                    operation on <em class="parameter"><code>shader</code></em> was
                    successful, and <code class="constant">GL_FALSE</code>
                    otherwise.</p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_INFO_LOG_LENGTH</code>
              </span>
            </dt>
            <dd>
              <p> <em class="parameter"><code>params</code></em> returns the
                    number of characters in the information log for
                    <em class="parameter"><code>shader</code></em> including the null
                    termination character (i.e., the size of the
                    character buffer required to store the information
                    log). If <em class="parameter"><code>shader</code></em> has no
                    information log, a value of 0 is returned.</p>
            </dd>
            <dt>
              <span class="term">
                <code class="constant">GL_SHADER_SOURCE_LENGTH</code>
              </span>
            </dt>
            <dd>
              <p> <em class="parameter"><code>params</code></em> returns the
                    length of the concatenation of the source strings
                    that make up the shader source for the
                    <em class="parameter"><code>shader</code></em>, including the null
                    termination character. (i.e., the size of the
                    character buffer required to store the shader
                    source). If no source code exists, 0 is
                    returned.</p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="notes">
        <h2>Notes</h2>
        <p>If an error is generated, no change is made to the
        contents of <em class="parameter"><code>params</code></em>.</p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p><code class="constant">GL_INVALID_VALUE</code> is generated if
        <em class="parameter"><code>shader</code></em> is not a value generated by
        OpenGL.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        <em class="parameter"><code>shader</code></em> does not refer to a shader
        object.</p>
        <p><code class="constant">GL_INVALID_ENUM</code> is generated if
        <em class="parameter"><code>pname</code></em> is not an accepted value.</p>
      </div>
      <div class="refsect1" id="associatedgets">
        <h2>Associated Gets</h2>
        <p><a class="citerefentry" href="glGetShaderInfoLog.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
        with argument <em class="parameter"><code>shader</code></em></p>
        <p><a class="citerefentry" href="glGetShaderSource.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
        with argument <em class="parameter"><code>shader</code></em></p>
        <p>
          <a class="citerefentry" href="glIsShader.xhtml">
            <span class="citerefentry">
              <span class="refentrytitle">glIsShader</span>
            </span>
          </a>
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="2">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">glGetShaderiv</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p><a class="citerefentry" href="glCompileShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
        <a class="citerefentry" href="glCreateShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCreateShader</span></span></a>,
        <a class="citerefentry" href="glDeleteShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
        <a class="citerefentry" href="glGetProgramiv.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>,
        <a class="citerefentry" href="glShaderSource.xhtml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a></p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2003-2005 3Dlabs Inc. Ltd.
            Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
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